New Nf Radar

Discussion in 'Art' started by siro, Apr 5, 2009.

  1. Vessboy

    Vessboy Member

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    You'd be surprized at what my "helping" modelers has yielded
     
  2. Jessiah

    Jessiah Member

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    You also come off as a massive ego, a with near-god complex.
     
    Last edited: Apr 11, 2009
  3. PwnedYoAss

    PwnedYoAss Member

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    No joke, let's just say the without VESS"s help I'd be dead in the water right now =(
     
  4. Jonat

    Jonat Member

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    To jump back on subject, the tower should, even slightly, should be taller than the building. Otherwise it just makes no sense. (Since the idea is to get over all the crap about it)
     
  5. siro

    siro Member

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    Hi, i want to compile the model, i used textures from here: ..\Steam\steamapps\SourceMods\Empires\materials\nf\buildings. I think the important line is the $cdmaterials path in this .qc file, but i don't know what path to use. This one doesn't work. PS: I'll make a tutorial at the wiki if i'll get it working.

    Code:
    $modelname nf_radar.mdl
    $cdmaterials nf\buildings\radar
    $staticprop
    $scale 100.0
    $body studio "nf_radar.smd"
    $sequence idle "nf_radar.smd" fps 1
    $collisionmodel "nf_radar.smd" {
    $Mass 20
    }
     
  6. Chris0132'

    Chris0132' Developer

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    If the textures are in \buildings then the line needs to read \buildings, not \buildings\radar

    Also the textures need to have the same filename as they did when you applied them in the modelling package, at least that's what I always do and they work fine for me.

    Also you need a different collision mesh, collision meshes have to be made of convex blocks, you can't just use the reference model as the collision mesh unless the model is a box.

    And what are the {}s for?
     
  7. siro

    siro Member

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    OK, lets say all materials are in ..\nf\buildings, can i use $cdmaterials nf\buildings ? I havent done the collision mesh yet nor animations, i just want to check the if the textures are fine. I've copied most of the .qc file, dunno if all lines are necessary.
    EDIT: It's working, I got my first model. I have to find out the correct scale, the first time my radar was as big as emp_money :D
     
    Last edited: Apr 28, 2009
  8. siro

    siro Member

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    While using XSI to convert my model, i had a curious problem. My first low res version worked fine, i used a few textures, just to figure out how to use studiomdl. I importet the objectfile and saved it as SMD. My new model ist much bigger (more faces) and i'm using more textures. The objectfile seems to be OK, i can see all faces and texturenames in XSI, but if I export the model, XSI only saves 2 textures names and studiomdl doesn't convert faces with no texture. This results in a mostly invisible model. What did i miss ? Is this a limitation of XSI Demo version ?
     
  9. siro

    siro Member

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    ingamepics of version 0.1

    This is version 0.1
    LOD works, physibox works, textures are mostly taken from nf\buildings\.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    I'm busy atm, cause i got a job and im taking studiyng serious, to the next version it will take some time.
     
  10. Chris0132'

    Chris0132' Developer

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    To be honest I think it looks worse than the existing one, and everything looks like it's been smoothed.
     
  11. SirSnipes

    SirSnipes Member

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    ignore him, you did great
     
  12. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    I think that's great.

    Only concerns which I have about is are that the round dome could be somewhat bigger and more to the center and the machines inside could use a bit more older look/NFing. Like more rust on them, rustish colors on them or something.

    But it looks very nice.
     
  13. siro

    siro Member

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    I'll remap the inside, I'm currently working on the outside. @Chris what do you mean with smoothed ? maybe that's my graphicsetting: textures@medium, AA:4x, AF:4x, HDR off. I tried to use existing textures and modify the color by using the "$color" "[ ]" command in the VMT, but no luck yet. Do i have to use some more commands to get $color working ? Or is there a way to change the brightness of textures in the vmt ?
    Regards
     
  14. Chris0132'

    Chris0132' Developer

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    Your model looks like it has smoothing groups enabled in too many places, you use smoothing groups to smooth similar planes into one apparent curve, you seem to have used it over 90 degree corners and large polygons, and it looks bad.
     
  15. dizzyone

    dizzyone I've been drinking, heavily

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    Last edited: May 20, 2009
  16. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Siro, just ignore Chris, he complains because he doesn't know any other form of speaking.
     
  17. Chris0132'

    Chris0132' Developer

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    Although if you don't ignore me you'll probably become better as a result.
     
  18. communism

    communism poof

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    I need help finding a mate

    Advice?
     
  19. Chris0132'

    Chris0132' Developer

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    Buy a lure from a hunting store.
     
  20. PreDominance

    PreDominance Member

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    Cute.

    Nice work, Siro.
     

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